• Title/Summary/Keyword: 가상 인간

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

The Development of Ergonomics Cockpit Design Program Based on the Military Aircraft (군용기 조종실 설계 프로그램 개발)

  • 김문열;류태규;김성래
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.34 no.4
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    • pp.83-88
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    • 2006
  • One of the most important works in the development of military aircraft is to construct and utilize the various technical data and information needed in the design, analysis and evaluation under integrated system structure. A vast and various data in oder to optimize cockpit design is needed in geometric & arrangement design, vision analysis and escape system design. In addition, the application of ergonomics cockpit design concept based on the sorts of human elements and anthropometric data as design consideration for pilots is required. To accomplish above these activities, the data gathered and formed through the aircraft development program was become database and developed by tool to be able to support ergonomics cockpit design work.

Need based Game Artificial Intelligence Object Modeling using Analytic Hierarchy Process (AHP를 이용한 욕구기반 게임 AI 객체 모델링)

  • Kwon Il-Kyoung;Lee Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.3
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    • pp.363-368
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    • 2005
  • Artificial life is a science studying artificial systems that implement various behavioral characteristics of lives as an attempt of applying some features found in living creatures to artificial intelligent objects in virtual worlds. Attempts and researches are actively being made to apply human needs to games and express them through artificial life. Human needs and the expression of the needs are extremely diverse and complicated, so they cannot be modeled in a specific way. Thus this study modeled game AI object needs using AHP, which is a useful model in solving problems quantitatively through basic observation of human nature, analytic thinking, measuring, etc. In addition, the modeled game AI object needs were examined through the analysis of performance sensitivity and their applicability to actual games was assessed with example.

3D Facial Modeling and Synthesis System for Realistic Facial Expression (자연스러운 표정 합성을 위한 3차원 얼굴 모델링 및 합성 시스템)

  • 심연숙;김선욱;한재현;변혜란;정창섭
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.1-10
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    • 2000
  • Realistic facial animation research field which communicates with human and computer using face has increased recently. The human face is the part of the body we use to recognize individuals and the important communication channel that understand the inner states like emotion. To provide the intelligent interface. computer facial animation looks like human in talking and expressing himself. Facial modeling and animation research is focused on realistic facial animation recently. In this article, we suggest the method of facial modeling and animation for realistic facial synthesis. We can make a 3D facial model for arbitrary face by using generic facial model. For more correct and real face, we make the Korean Generic Facial Model. We can also manipulate facial synthesis based on the physical characteristics of real facial muscle and skin. Many application will be developed such as teleconferencing, education, movies etc.

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3D sound reproduction system for A/V. (A/V용 고음질 입체음향 재생기 개발.)

  • 이신렬;성굉모
    • Proceedings of the IEEK Conference
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    • 2000.09a
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    • pp.185-188
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    • 2000
  • 본 논문은 인간이 양귀로 3차원 공간상의 음의 위치를 파악하는 원리를 이용하여 만들어진 입체음향을 청취자의 안귀에 가장 효과적으로 재생시킴으로써 완벽한 입체음향을 재현하는 장치로 3차원 게임, 가상현실 시뮬레이터, 놀이공원에서 사용될 수 있는 A/V용 입체음향 재생기 구현 기법이다. 본 개발 품은 전방 30도에 스피커를 배치하는 기존 제품에 비해 안정된 정면 음상 정위와 후면 음상 정위가 가능하고, 청취자의 머리 움직임에 따른 입체음향 효과의 저하를 막을 수 있으며, 인지적 특성을 고려한 역 필터링으로 과도한 신호처리로 인한 음질 저하를 개선할 수 있고, 다중 사용자에게 동일한 음질을 골고루 전달할 수 있어 카 오디오나 영화관에서도 사용되어질 수 있다.

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텔레매틱스 통신기술과 응용 서비스

  • 임춘식;최완식
    • Korea Information Processing Society Review
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    • v.11 no.4
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    • pp.17-23
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    • 2004
  • 정보통신 발달로 유선 네트워크과 무선네트워크의 융합에 대해서 학계나 산업계에서는 이미 자연스럽게 물리적 공간간 융합이 되고, 현재는 서로 다른 유무선 및 방송 서비스간의 대융합도 새삼스러운 일들이 아닌 것처럼 변해 버렸다. 현재의 발전상으로 보아 진정한 정보사회에서는 컴퓨터와 인간생활 중심으로 새로운 네트워크 창조과정에 정보통신과 도로, 차량, 휴먼이라는 네트워크 상호간의 다른 새로운 가상 네트워크를 통하여 다양한 생활양식이 도입되는 사회 실현은 자연스러울 것임은 틀림없다. (중략)

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전자거재 관련 법ㆍ제도 연구

  • 정진근
    • Proceedings of the CALSEC Conference
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    • 1999.11a
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    • pp.20-74
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    • 1999
  • 현대사회는 후기산업사회로서 지식ㆍ정보사회를 의미하며, 컴퓨터와 통신의 결합은 고도정보사회인 후기정보사회로의 진입을 가능케 하였다$^{1)}$ 이러한 기술적 변화와 함께 인간의 의식과 거래관계, 사회제도 등 모든 것들이 이른바 ‘가상공간’에서 이루어지기 시작하고 있으며, 이러한 현상의 대표적인 것으로서 전자상거래 혹은 전자거래라고 불리우는 것들이 생겨나고 있다. 이러한 전자거래는 이른바 ‘인터넷’을 통하여 급속히 확산되고 있으며, 이에 따라 법ㆍ제도의 정비에 관한 요구가 높아지고, 이에 부응하여 금년 7월부터는 우리 나라에서도 전자거래기본법과 전자서명법이 시행되고 있다. (중략)

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다시 읽고 싶은 환상문학의 고전작품

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
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    • s.239
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    • pp.6-11
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    • 1998
  • 우리의 현실 속에 비현실을 체험하곤 한다. 매일 밤 꾸는 꿈에서, 가까운 사람의 죽음에서, 컴퓨터 게임이나 시뮬레이션 공간에서 비현실을 감지한다. 현실과 가상의 경계가 모호한 현대사회에서 환상문학이 던지는 반어법적 질문은 오히려 이 시대 인간의 심연과 맞닿아 있다. 이즈음 새롭게 떠오르는 환상문학의 관심은 대표적인 고전작품들 속에서 그 뿌리를 확인해 볼 수 있다. 9인의 문인.평론가가 세계 환상문학의 백미를 가려 뽑아 독자 여러분께 소개한다.

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The Effect of The Virtual Reality Rehabilitation System on Activities of daily living, cognitive function, self-esteem in Stroke (가상현실재활시스템 적용에 따른 뇌졸중 환자의 일상생활활동, 인지기능, 자아존중감의 개선효과)

  • Kim, Young-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5476-5484
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    • 2015
  • The purpose of this study was to verify the clinical usefulness of the virtual reality rehabilitation system which Academic-Industrial cooperation develop through clinical experiment for recovering the functional abilities in stroke. For this purpose, 24 Stroke(hemorrhage13, infarction11)participated in a clinical experiment. They were randomly assigned to the virtual reality rehabilitation system group(n=13) and conventional rehabilitation training(Activities of daily living, cognition training, motor control) group(n=11). All participant were evaluated with three standardized assessment tools(Functional Independent Measure; FIM, Mini-Mental State Examination for Korean; MMSE-K, Self-esteem scale) before and after the planned intervention sessions. All participant were intensively carried out for 8weeks, 3times a week. The results were as follows. The experimental group showed significant improvements for Activities of daily living, basic cognitive abilities and self-esteem related with life satisfaction after the interventions(p<.05). There were no significant differences between two groups for all assessment tool after interventions. Because of this experimental results, the virtual reality rehabilitation system showed the clinical utility for recovering the function in stroke. Further studies are needed to verify the clinical usefulness on the improvement of various functions in brain injury and dementia.

3D Pose Estimation of a Human Arm for Human-Computer Interaction - Application of Mechanical Modeling Techniques to Computer Vision (인간-컴퓨터 상호 작용을 위한 인간 팔의 3차원 자세 추정 - 기계요소 모델링 기법을 컴퓨터 비전에 적용)

  • Han Young-Mo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.4 s.304
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    • pp.11-18
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    • 2005
  • For expressing intention the human often use body languages as well as vocal languages. Of course the gestures using arms and hands are the representative ones among the body languages. Therefore it is very important to understand the human arm motion in human-computer interaction. In this respect we present here how to estimate 3D pose of human arms by using computer vision systems. For this we first focus on the idea that the human arm motion consists of mostly revolute joint motions, and then we present an algorithm for understanding 3D motion of a revolute joint using vision systems. Next we apply it to estimating 3D pose of human arms using vision systems. The fundamental idea for this algorithm extension is that we may apply the algorithm for a revolute joint to each of the revolute joints of hmm arms one after another. In designing the algorithms we focus on seeking closed-form solutions with high accuracy because we aim at applying them to human computer interaction for ubiquitous computing and virtual reality.